+1.
A lot of the ideas suggested in the various Neo Nyzul threads would make the event way too easy, to be frank. A 45 minute time limit off the bat would be absolutely ridiculous, and you'd go from "No one can hit 100" to "Everyone with half a brain can hit 100 even with a couple mules".
Likewise, anything that allows saving is broken from the get-go. It is absolutely not hard to hit floor 50 in one no-boss run even with a party of full aurore mules. Getting to 100 becomes the only floor worth shooting for for anyone, a sure sign that the event is, again, way too easy.
This event is only slightly harder than it should be, in my opinion. It is too hard/random, but at the same time applying huge, major, premise-changing adjustments to it will make it far too easy to be any fun.
Ideally, 100 should be consistently reachable by a solid, high-end group 60-80% of the time. The event should scale in such a way that low-tier groups, or disorganized groups will have to content themselves with floors 20 and 40 the majority of the time. The idea is to make the event hard enough that high-end players have a use for all those 0.5-1%~ efficiency increases they've been grinding out for years, and are unable to just leave bot/afk-mules laying around, while not too hard that even an ideal group can consistently fail the majority of the time due to jump luck.
Frankly, if you and your group aren't as good as the top-tier, you shouldn't be hitting Floors 80-100. For anyone still wearing a single piece of Aurore or Perle, even floor 20-40 items can be an upgrade. There is no point in getting better if everyone is good enough. There is no point in success when everyone gets a medal. If you want a medal, and you're unable to get one, improve yourself and your group until you can.
5 minute TEs on boss floors will potentially make it easier for top-tier groups to hit floor 100 without making things piss-easy for low-tier groups (I mean, if you spend more than 5 minutes on the boss then you're losing net time).
Secondary objectives per-floor was something I mentioned in the other thread and I think would work out fairly well. Assign a small pool of player buffs (Regen+Refresh, Regain, 30 second TE, All Stats+) as the potential rewards for completing a secondary objective, but inform the player which reward coincides with which objective at the Rune. That way players are able to make the tactical decision whether or not to pursue any particular secondary objective on a per-floor basis.
Example text from the Rune would look like:
"Welcome to floor 47. Primary Objective: Kill specified enemy. Secondary Objective: Avoid detection. Secondary Reward: Regain."
In regards to temp items: A 2-minute lobby area for temps would be ideal, similar to the Legion lobby. This way, players will be able to get their temps without cutting into the event's primary time limit - allowing for more strategic use of items.
This is all minor stuff, because that's all the event really needs - Minor changes. Tweaks. The devs implemented this on the test server with cheat codes enabled, and thus we were unable to give them proper feedback on event difficulty. I get that they want this event to be hard. I want it to be hard, too. But I don't want it to be impossible, or improbable enough to be considered impossible.
Luck in general is fine. Luck makes things interesting, dynamic, unique. But 1% odds are stupid. The players are sick of them. It's not fun any more. It was never really fun to begin with.



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